1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 2 // Use of this source code is governed by a BSD-style license that can be 3 // found in the LICENSE file. 4 // 5 // This file contains an implementation of VideoDecoderAccelerator 6 // that utilizes hardware video decoder present on Intel CPUs. 7 8 #ifndef CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_ 9 #define CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_ 10 11 #include <map> 12 #include <queue> 13 #include <utility> 14 #include <vector> 15 16 #include "base/logging.h" 17 #include "base/memory/linked_ptr.h" 18 #include "base/memory/shared_memory.h" 19 #include "base/memory/weak_ptr.h" 20 #include "base/message_loop/message_loop.h" 21 #include "base/synchronization/condition_variable.h" 22 #include "base/synchronization/lock.h" 23 #include "base/threading/non_thread_safe.h" 24 #include "base/threading/thread.h" 25 #include "content/common/content_export.h" 26 #include "content/common/gpu/media/vaapi_h264_decoder.h" 27 #include "content/common/gpu/media/vaapi_wrapper.h" 28 #include "media/base/bitstream_buffer.h" 29 #include "media/video/picture.h" 30 #include "media/video/video_decode_accelerator.h" 31 #include "ui/gl/gl_bindings.h" 32 33 namespace content { 34 35 // Class to provide video decode acceleration for Intel systems with hardware 36 // support for it, and on which libva is available. 37 // Decoding tasks are performed in a separate decoding thread. 38 // 39 // Threading/life-cycle: this object is created & destroyed on the GPU 40 // ChildThread. A few methods on it are called on the decoder thread which is 41 // stopped during |this->Destroy()|, so any tasks posted to the decoder thread 42 // can assume |*this| is still alive. See |weak_this_| below for more details. 43 class CONTENT_EXPORT VaapiVideoDecodeAccelerator 44 : public media::VideoDecodeAccelerator { 45 public: 46 VaapiVideoDecodeAccelerator( 47 Display* x_display, 48 const base::Callback<bool(void)>& make_context_current); 49 virtual ~VaapiVideoDecodeAccelerator(); 50 51 // media::VideoDecodeAccelerator implementation. 52 virtual bool Initialize(media::VideoCodecProfile profile, 53 Client* client) OVERRIDE; 54 virtual void Decode(const media::BitstreamBuffer& bitstream_buffer) OVERRIDE; 55 virtual void AssignPictureBuffers( 56 const std::vector<media::PictureBuffer>& buffers) OVERRIDE; 57 virtual void ReusePictureBuffer(int32 picture_buffer_id) OVERRIDE; 58 virtual void Flush() OVERRIDE; 59 virtual void Reset() OVERRIDE; 60 virtual void Destroy() OVERRIDE; 61 virtual bool CanDecodeOnIOThread() OVERRIDE; 62 63 private: 64 // Notify the client that an error has occurred and decoding cannot continue. 65 void NotifyError(Error error); 66 67 // Map the received input buffer into this process' address space and 68 // queue it for decode. 69 void MapAndQueueNewInputBuffer( 70 const media::BitstreamBuffer& bitstream_buffer); 71 72 // Get a new input buffer from the queue and set it up in decoder. This will 73 // sleep if no input buffers are available. Return true if a new buffer has 74 // been set up, false if an early exit has been requested (due to initiated 75 // reset/flush/destroy). 76 bool GetInputBuffer_Locked(); 77 78 // Signal the client that the current buffer has been read and can be 79 // returned. Will also release the mapping. 80 void ReturnCurrInputBuffer_Locked(); 81 82 // Pass one or more output buffers to the decoder. This will sleep 83 // if no buffers are available. Return true if buffers have been set up or 84 // false if an early exit has been requested (due to initiated 85 // reset/flush/destroy). 86 bool FeedDecoderWithOutputSurfaces_Locked(); 87 88 // Continue decoding given input buffers and sleep waiting for input/output 89 // as needed. Will exit if a new set of surfaces or reset/flush/destroy 90 // is requested. 91 void DecodeTask(); 92 93 // Scheduled after receiving a flush request and executed after the current 94 // decoding task finishes decoding pending inputs. Makes the decoder return 95 // all remaining output pictures and puts it in an idle state, ready 96 // to resume if needed and schedules a FinishFlush. 97 void FlushTask(); 98 99 // Scheduled by the FlushTask after decoder is flushed to put VAVDA into idle 100 // state and notify the client that flushing has been finished. 101 void FinishFlush(); 102 103 // Scheduled after receiving a reset request and executed after the current 104 // decoding task finishes decoding the current frame. Puts the decoder into 105 // an idle state, ready to resume if needed, discarding decoded but not yet 106 // outputted pictures (decoder keeps ownership of their associated picture 107 // buffers). Schedules a FinishReset afterwards. 108 void ResetTask(); 109 110 // Scheduled by ResetTask after it's done putting VAVDA into an idle state. 111 // Drops remaining input buffers and notifies the client that reset has been 112 // finished. 113 void FinishReset(); 114 115 // Helper for Destroy(), doing all the actual work except for deleting self. 116 void Cleanup(); 117 118 // Get a usable framebuffer configuration for use in binding textures 119 // or return false on failure. 120 bool InitializeFBConfig(); 121 122 // Callback for the decoder to execute when it wants us to output given 123 // |va_surface|. 124 void SurfaceReady(int32 input_id, const scoped_refptr<VASurface>& va_surface); 125 126 // Represents a texture bound to an X Pixmap for output purposes. 127 class TFPPicture; 128 129 // Callback to be executed once we have a |va_surface| to be output and 130 // an available |tfp_picture| to use for output. 131 // Puts contents of |va_surface| into given |tfp_picture|, releases the 132 // surface and passes the resulting picture to client for output. 133 void OutputPicture(const scoped_refptr<VASurface>& va_surface, 134 int32 input_id, 135 TFPPicture* tfp_picture); 136 137 // Try to OutputPicture() if we have both a ready surface and picture. 138 void TryOutputSurface(); 139 140 // Called when a VASurface is no longer in use by the decoder or is not being 141 // synced/waiting to be synced to a picture. Returns it to available surfaces 142 // pool. 143 void RecycleVASurfaceID(VASurfaceID va_surface_id); 144 145 // Initiate wait cycle for surfaces to be released before we release them 146 // and allocate new ones, as requested by the decoder. 147 void InitiateSurfaceSetChange(size_t num_pics, gfx::Size size); 148 // Check if the surfaces have been released or post ourselves for later. 149 void TryFinishSurfaceSetChange(); 150 151 // Client-provided X/GLX state. 152 Display* x_display_; 153 base::Callback<bool(void)> make_context_current_; 154 GLXFBConfig fb_config_; 155 156 // VAVDA state. 157 enum State { 158 // Initialize() not called yet or failed. 159 kUninitialized, 160 // DecodeTask running. 161 kDecoding, 162 // Resetting, waiting for decoder to finish current task and cleanup. 163 kResetting, 164 // Flushing, waiting for decoder to finish current task and cleanup. 165 kFlushing, 166 // Idle, decoder in state ready to start/resume decoding. 167 kIdle, 168 // Destroying, waiting for the decoder to finish current task. 169 kDestroying, 170 }; 171 172 // Protects input buffer and surface queues and state_. 173 base::Lock lock_; 174 State state_; 175 176 // An input buffer awaiting consumption, provided by the client. 177 struct InputBuffer { 178 InputBuffer(); 179 ~InputBuffer(); 180 181 int32 id; 182 size_t size; 183 scoped_ptr<base::SharedMemory> shm; 184 }; 185 186 // Queue for incoming input buffers. 187 typedef std::queue<linked_ptr<InputBuffer> > InputBuffers; 188 InputBuffers input_buffers_; 189 // Signalled when input buffers are queued onto the input_buffers_ queue. 190 base::ConditionVariable input_ready_; 191 192 // Current input buffer at decoder. 193 linked_ptr<InputBuffer> curr_input_buffer_; 194 195 // Queue for incoming output buffers (texture ids). 196 typedef std::queue<int32> OutputBuffers; 197 OutputBuffers output_buffers_; 198 199 typedef std::map<int32, linked_ptr<TFPPicture> > TFPPictures; 200 // All allocated TFPPictures, regardless of their current state. TFPPictures 201 // are allocated once and destroyed at the end of decode. 202 TFPPictures tfp_pictures_; 203 204 // Return a TFPPicture associated with given client-provided id. 205 TFPPicture* TFPPictureById(int32 picture_buffer_id); 206 207 // VA Surfaces no longer in use that can be passed back to the decoder for 208 // reuse, once it requests them. 209 std::list<VASurfaceID> available_va_surfaces_; 210 // Signalled when output surfaces are queued onto the available_va_surfaces_ 211 // queue. 212 base::ConditionVariable surfaces_available_; 213 214 // Pending output requests from the decoder. When it indicates that we should 215 // output a surface and we have an available TFPPicture (i.e. texture) ready 216 // to use, we'll execute the callback passing the TFPPicture. The callback 217 // will put the contents of the surface into the picture and return it to 218 // the client, releasing the surface as well. 219 // If we don't have any available TFPPictures at the time when the decoder 220 // requests output, we'll store the request on pending_output_cbs_ queue for 221 // later and run it once the client gives us more textures 222 // via ReusePictureBuffer(). 223 typedef base::Callback<void(TFPPicture*)> OutputCB; 224 std::queue<OutputCB> pending_output_cbs_; 225 226 // ChildThread's message loop 227 base::MessageLoop* message_loop_; 228 229 // WeakPtr<> pointing to |this| for use in posting tasks from the decoder 230 // thread back to the ChildThread. Because the decoder thread is a member of 231 // this class, any task running on the decoder thread is guaranteed that this 232 // object is still alive. As a result, tasks posted from ChildThread to 233 // decoder thread should use base::Unretained(this), and tasks posted from the 234 // decoder thread to the ChildThread should use |weak_this_|. 235 base::WeakPtr<VaapiVideoDecodeAccelerator> weak_this_; 236 237 // Callback used when creating VASurface objects. 238 VASurface::ReleaseCB va_surface_release_cb_; 239 240 // To expose client callbacks from VideoDecodeAccelerator. 241 // NOTE: all calls to these objects *MUST* be executed on message_loop_. 242 scoped_ptr<base::WeakPtrFactory<Client> > client_ptr_factory_; 243 base::WeakPtr<Client> client_; 244 245 scoped_ptr<VaapiWrapper> vaapi_wrapper_; 246 247 // Comes after vaapi_wrapper_ to ensure its destructor is executed before 248 // vaapi_wrapper_ is destroyed. 249 scoped_ptr<VaapiH264Decoder> decoder_; 250 base::Thread decoder_thread_; 251 // Use this to post tasks to |decoder_thread_| instead of 252 // |decoder_thread_.message_loop()| because the latter will be NULL once 253 // |decoder_thread_.Stop()| returns. 254 scoped_refptr<base::MessageLoopProxy> decoder_thread_proxy_; 255 256 int num_frames_at_client_; 257 int num_stream_bufs_at_decoder_; 258 259 // Whether we are waiting for any pending_output_cbs_ to be run before 260 // NotifyingFlushDone. 261 bool finish_flush_pending_; 262 263 // Decoder requested a new surface set and we are waiting for all the surfaces 264 // to be returned before we can free them. 265 bool awaiting_va_surfaces_recycle_; 266 267 // Last requested number/resolution of output picture buffers. 268 size_t requested_num_pics_; 269 gfx::Size requested_pic_size_; 270 271 // The WeakPtrFactory for |weak_this_|. 272 base::WeakPtrFactory<VaapiVideoDecodeAccelerator> weak_this_factory_; 273 274 DISALLOW_COPY_AND_ASSIGN(VaapiVideoDecodeAccelerator); 275 }; 276 277 } // namespace content 278 279 #endif // CONTENT_COMMON_GPU_MEDIA_VAAPI_VIDEO_DECODE_ACCELERATOR_H_ 280